﻿/*
 * Copyright (c) 2011
 * Thomas Rozanski, Geoffrey Wright, Zachary Lynn, Jesse Natalie
 * All rights reserved.
 * 
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *     * Redistributions of source code must retain the above copyright
 *       notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above copyright
 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
 *     * Neither the name of the team nor the
 *       names of its contributors may be used to endorse or promote products
 *       derived from this software without specific prior written permission.
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL THOMAS ROZANSKI, GEOFFREY WRIGHT,
 * ZACHARY LYNN, OR JESSE NATALIE BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

using Microsoft.Xna.Framework;

namespace Kinected
{
    /// <summary>A basic circle that can check for intersections.</summary>
    public class Circle
    {
        // Private members
        private Vector2 center;
        private float height, radius;

        public Vector2 Center
        {
            get { return center; }
            set { center = value; }
        }

        public float Height
        {
            get { return height; }
            set { height = value; }
        }

        public float Radius
        {
            get { return radius; }
            set { radius = value; }
        }

        public Circle(Vector2 center, float height, float radius)
        {
            this.center = center;
            this.height = height;
            this.radius = radius;
        }

        /// <summary>Determines whether two cirlces are intersecting.</summary>
        public static bool Intersection(Circle circleOne, Circle circleTwo)
        {
            float distance = Vector2.Distance(circleOne.Center, circleTwo.Center);

            return (distance < circleOne.Radius + circleTwo.Radius);
        }

        /// <summary>Determines whether a circle and vector2 are intersecting.</summary>
        public static bool Intersection(Circle circle, ref Vector2 vector)
        {
            float distance = Vector2.Distance(circle.Center, vector);

            return (distance < circle.Radius);
        }
    }
}
